Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE3:ActorFactoryDynamicSM (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
| Object >> ActorFactory >> ActorFactoryDynamicSM |
Contents |
- Package:
- Engine
- Direct subclasses:
- ActorFactoryMover, ActorFactoryRigidBody, UTActorFactoryMover
- This class in other games:
- UT3
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
[edit] Properties
[edit] Property group 'ActorFactoryDynamicSM'
[edit] bBlockRigidBody
Type: bool
[edit] bCastDynamicShadow
Type: bool
If false, primitive does not cast dynamic shadows.
Default value: True
[edit] bNoEncroachCheck
Type: bool
For encroachers, don't do the overlap check when they move. You will not get touch events for this actor moving, but it is much faster. So if you want touch events from volumes or triggers you need to set this to be FALSE. This is an optimisation for large numbers of PHYS_RigidBody actors for example.
See: Actor.uc bNoEncroachCheck
[edit] bNotifyRigidBodyCollision
Type: bool
[edit] bUseCompartment
Type: bool
Try and use physics hardware for this spawned object.
[edit] CollisionType
Type: Actor.ECollisionType
Default value: COLLIDE_NoCollision
[edit] DrawScale3D
Type: Object.Vector
Default value:
| Member | Value |
|---|---|
| X | 1.0 |
| Y | 1.0 |
| Z | 1.0 |
[edit] StaticMesh
Type: StaticMesh
